public void ResetFlag() { isStanby = false; isShot = false; isEndHitCheck = false; isResultView = false; isEndResult = false; isBattleStart = false; hitPos = GameCommonData.HitPosition.Null; hitTime = 0; }
//************************************************************************************************************** //public void PassShotCheck(int playerCode) //{ // photonView.RPC("ShotCheck", PhotonTargets.AllViaServer, playerCode); //} /// <summary> /// 発砲を行ったかを取得する。 /// </summary> /// <param name="PlayerCode">発砲したプレイヤー(1=1P,2=2P)</param> //[PunRPC] //public void ShotCheck(int playerCode) //{ // if (gameData.GetNowPhase == GameCommonData.Phase.BattlePhase) // { // playerShot[playerCode] = true; // Debug.Log(playerShot[playerCode]); // } //} public void HitCheck(GameCommonData.HitPosition _hitPos) { // hitcheck前の場合のみ if (!gameData.myData.IsEndHitCheck) { gameData.myData.HitPos = _hitPos; gameData.myData.HitTime = time; gameData.myData.IsEndHitCheck = true; gameData.PassPlayerUpdata(); } //Debug.Log("<color=red>InHitCheck</color>" + phaseCheck.NowPhaseGet); //if (!playerReady[playerCode] && phaseCheck.NowPhaseGet == PhaseCheck.Phase.BattlePhase) //{ // Debug.Log("playerReady = false"); // hitPos[playerCode] = HitPos; // hitTime[playerCode] = battle.GetTime; // playerReady[playerCode] = true; // if (HitPos == HitPosition.Null) hitTime[playerCode] = 5; //} }